(click to enlarge)
The Wizard's Isle has a pretty basic layout: three paths in an almost Z fashion: One central path connects the two opposing bases' main gates, while secondary paths branch off at each main gate to the opponent's secondary gate. The flag stand is located in the center of the main path, and two catapults attach to the junction between the main path and the secondaries. The home team also has a path outside the base that connects both gates.
Both teams start with several NPCs.
Since this map is nearly identical to Warrior's Isle (the main difference being the guild hall of the defending team), almost all advice given there applies here as well. The different guild hall makes splitting somewhat easier.
Warrior's Isle, Hunter's Isle, and Wizard's Isle all feature a trebuchet on a hill above both bases, plus repair kits players can use to repair either trebuchet. Once repaired, loading and firing the trebuchet causes a usually fatal volley of elemental damage in a random area within the courtyard of the base the trebuchet overlooks. Trebuchets damage friend and foe alike. Repairing the trebuchet in front of the enemy base and keeping someone close by threatening to launch the barrage can also discourage the opposing flag runner from using the front gate. Skills such as Protective Spirit, Dark Escape and Shelter allow players survive a siege attack.
Teams typically have one person bring the nearest Repair Kit into their own base for safekeeping at the start of the game. Some teams body-block the path up to the trebuchet to prevent the enemy from repairing or firing it. Even if the enemy repairs the trebuchet, it takes them six seconds to load it and another seven seconds after firing for the siege attack to land, so preemptively firing the Trebuchet before the NPCs enter the courtyard could allow your NPCs enough time to escape.